need hero abilty suggestions

millzy

Ultra Cool Member
i have some heros with a few spells but missing there last spells and some missing a few any suggestions for these

i need an ulti and another abillity for my mountian giant
Mountian giant - plays as a realy tough tank
-rock smash - smashes rocks on a target area damaging and stunning the units
-hardend skin - normal hardend skin from warcraft
-
-

im after 2 spells and a ulti
Rifleman - great attack speed high damaging spells
-Bomb - thoughs a bomb on impact explodes dealing x damage in 400 AoE
-
-
-

im after 2 spells
holy knight - healer/tank
-holy beam - heals a target and deals 1/4 of the heal to enermys
-
-
-(ulti) Blessing - blesses nearby units giveing them a high armour and regen increase lasts x seconds

may add more ill see how i go

EDIT:now taking full hero suggestions make your own heros for me to create
its a hero siege map and you are defending off demons
the heros have classes e.g tank/dps/caster/healer...ect so team work is needed to win the game
 

Inflicted

Currently inactive
Mountain Giant:
- Grab Tree:
Picks up a tree and gains 15/30/45/60 damage for 5 attacks or something like that.

- Rock Shell:
Every attack on the Mountain Giant returns 5/10/15/20x hit strength

Holy Knight:

- Eternal Blessing:
Every 12 seconds, heals 1/8 | 1/4 | 3/8 | 1/2 of max hit points
[passive]

- Holy Impurity
All enemy units within 900 AoE of the Holy Knight gain negative regen. (1/2/3/4 per second)
 

millzy

Ultra Cool Member
Mountain Giant:
- Grab Tree:
Picks up a tree and gains 15/30/45/60 damage for 5 attacks or something like that.

- Rock Shell:
Every attack on the Mountain Giant returns 5/10/15/20x hit strength

Holy Knight:

- Eternal Blessing:
Every 12 seconds, heals 1/8 | 1/4 | 3/8 | 1/2 of max hit points
[passive]

- Holy Impurity
All enemy units within 900 AoE of the Holy Knight gain negative regen. (1/2/3/4 per second)
-grab tree
this just wouldent work for my map

-rock shell
i dont want 2 passive abiltys on when he is atked

-eternal blessing
seems way over powerd for my map

-holy impurity
i might use this but make the aura increase frendly units regen and give it the Eternal blessing name lol
 

hopy

Active Member
Here are some ideas, I have no idea which are fit to be ultimates and they're not realy designed to be all be used in combination. Just some ideas.
Mountian giant - plays as a realy tough tank.

- Rock Shower: Causes rocks to rain down on an area dealing x damage per second. (Blizzard with earth boulder animation?)


- Earth Shaker: Bashes the earth dealing x damage to all units and throwing them back as well as destroying trees in the area.

Rifleman - great attack speed high damaging spells.

- Sniper Shot: The Rifleman uses his sniper-rifle and aims on his target from a long range. deals x damage and deals increased damage based on the distance between the Sniper and its target. The Rifleman has to aim for one second before he can fire.


- Machine Gun / Sniper Gun: Switches between his Sniper and Machine gun. The Sniper deals high damage at longer range but has a slow attack speed, the Machine gun deals lower damage and has a med range but a very high attack speed.


- Killing Spree[passive]: Everytime the Sniper kills 5 units without dieing he will gain x increased health regeneration for 5 seconds and deal y more damage on his next two attacks.


- Panzerfaust: Fires a rocket at a target location dealing x damage and throwing all units hit into the sky. Stuns every unit within y range of were the units land for 2 seconds.

Holy Knight - healer/tank.

- Blessed Life[passive]: Causes the Holy Knight to gain x% of the damage dealt by Holy Beam has health.


- Devine Wrath: The Holy Knight releases a great wave of light into all directions dealing x damage to all units and dealing y bonus damage to undead units. 10% of the total damage done will be split to all friendly units close to the Holy Knight (not the Holy Knight himself) up to a maximum of 50 health per unit.


- Heavenly Guardian: Increases the Holy Knights armor by x and every unit attacking the Holy Knight while he's in this state will get a decreased hit chance of y. Lasts 10 seconds or so.

Ehm, that's it for now. :p Let me know if you like them and need one or two more.
 

Necrach

You can change this now in User CP.
Rifleman

Marksman's fury - Active, last like 8 seconds. Grants a chance for critical strike and increased attack speed but reduced movement speed.

Devil blast - Shoots a small, piercing shot in a straight line, damaging enemies (like a shockwave but thin). If any enemy dies from the devil blast, it explodes dealing damage in a 350 AoE

TNT Spell - A target unit is surrounded by explosive barrels. The unit is stuck there (invisible entangle) until a unit, friend or foe, attacks the barrels. If any barrel is attacked, they explode and dissappears, dealing heavy damage to the stuck unit!

Holy knight

Divine sword (hammer, lance, axe?)
Passive. If the knight attacks an ally, any negative buffs are dispelled, and the unit is healed hp/sec for 8 seconds (uninterruptible). Increase hp healed every level.

Chant - Like big bad voodo, but with divine shields as effect. If the knight takes any damage, the spell is interrupted and a divine shield is activated for him. Increase AoE and duration of the knight's divine shield with levels, and maybe also slightly decrease cooldown
 

millzy

Ultra Cool Member
Here are some ideas, I have no idea which are fit to be ultimates and they're not realy designed to be all be used in combination. Just some ideas.


- Rock Shower: Causes rocks to rain down on an area dealing x damage per second. (Blizzard with earth boulder animation?)


- Earth Shaker: Bashes the earth dealing x damage to all units and throwing them back as well as destroying trees in the area.



- Sniper Shot: The Rifleman uses his sniper-rifle and aims on his target from a long range. deals x damage and deals increased damage based on the distance between the Sniper and its target. The Rifleman has to aim for one second before he can fire.


- Machine Gun / Sniper Gun: Switches between his Sniper and Machine gun. The Sniper deals high damage at longer range but has a slow attack speed, the Machine gun deals lower damage and has a med range but a very high attack speed.


- Killing Spree[passive]: Everytime the Sniper kills 5 units without dieing he will gain x increased health regeneration for 5 seconds and deal y more damage on his next two attacks.


- Panzerfaust: Fires a rocket at a target location dealing x damage and throwing all units hit into the sky. Stuns every unit within y range of were the units land for 2 seconds.



- Blessed Life[passive]: Causes the Holy Knight to gain x% of the damage dealt by Holy Beam has health.


- Devine Wrath: The Holy Knight releases a great wave of light into all directions dealing x damage to all units and dealing y bonus damage to undead units. 10% of the total damage done will be split to all friendly units close to the Holy Knight (not the Holy Knight himself) up to a maximum of 50 health per unit.


- Heavenly Guardian: Increases the Holy Knights armor by x and every unit attacking the Holy Knight while he's in this state will get a decreased hit chance of y. Lasts 10 seconds or so.

Ehm, that's it for now. :p Let me know if you like them and need one or two more.
-rock shower
its the same as my rock smash abilty im even using the same icon lol
-Earth Shaker
sounds good but the amount of knock back may cause lag its a hero siege map and there alot of units so ill use the idea and change the effects
-Sniper Shot
not realy original
-Machine Gun / Sniper Gun
i dont think this is a good spell for my hero siege
-Killing Spree[passive]
i like this abilty alot but dont know how to create it any help on that
-Panzerfaust
to much like my bomb ability
-Blessed Life[passive]
same as killing spree love it but dont no how to create
-Devine Wrath
interesting
-Heavenly Guardian
ill be using this thanks :thup:


Rifleman

Marksman's fury - Active, last like 8 seconds. Grants a chance for critical strike and increased attack speed but reduced movement speed.

Devil blast - Shoots a small, piercing shot in a straight line, damaging enemies (like a shockwave but thin). If any enemy dies from the devil blast, it explodes dealing damage in a 350 AoE

TNT Spell - A target unit is surrounded by explosive barrels. The unit is stuck there (invisible entangle) until a unit, friend or foe, attacks the barrels. If any barrel is attacked, they explode and dissappears, dealing heavy damage to the stuck unit!

Holy knight

Divine sword (hammer, lance, axe?)
Passive. If the knight attacks an ally, any negative buffs are dispelled, and the unit is healed hp/sec for 8 seconds (uninterruptible). Increase hp healed every level.

Chant - Like big bad voodo, but with divine shields as effect. If the knight takes any damage, the spell is interrupted and a divine shield is activated for him. Increase AoE and duration of the knight's divine shield with levels, and maybe also slightly decrease cooldown
- Marksman's fury
dont like it much
-devils blast
i like but i dont know hot to do the explode if they die
-tnt spell
Pritty usless for a hero siege :(
-divine hammer
seems stupid atking allys
- Chant
i dont want to use and AoE chaneling spells like big bad voodoo/star fall/ ect...
 

hopy

Active Member
-Rock Shower
It's the same as my Rock Smash abilty, I'm even using the same icon. lol
Sorry, I didn't realy pay attention to what abilities the Gaint already had. I had quite some trouble thinking of some nice ideas for that guy.

-Machine Gun / Sniper Gun
I don't think this is a good spell for my hero siege
To bad, I liked it a lot. :p It gives the hero two different styles which you'd have to switch between every time to gain an advantage in that situation.

-Killing Spree[passive]
I like this abilty a lot but dont know how to create it, any help on that.
Well, should be something like this:
Trigger:
  • Killing Spree kill
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Rifleman
      • (Level of Killing Spree for (Killing unit)) Not equal to 0
    • Actions
      • Set Interger = (Interger + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Interger Equal to 5
        • Then - Actions
          • Set Interger = 0
          • Set Point = (Position of (Killing unit))
          • Unit - Create 1 Dummy Unit for (Owner of (Triggering unit)) at Point facing Default building facing degrees
          • Unit - Add Roar to (Last created unit)
          • Unit - Order (Last created unit) to Night Elf Druid Of The Claw - Roar
          • Unit - Add a 2.00 second Generic expiration timer to (Last created unit)
          • Custom script: call RemoveLocation (udg_Point)
          • Set Boolean = True
          • Set Interger2 = 2
        • Else - Actions


Trigger:
  • Killing Spree Attack
    • Events
      • Unit - A unit Is attacked
    • Conditions
      • (Unit-type of (Attacking unit)) Equal to Rifleman
      • Boolean Equal to True
    • Actions
      • Unit - Cause (Attacking unit) to damage (Attacked unit), dealing 50.00 damage of attack type Pierce and damage type Normal
      • Floating Text - Create floating text that reads Critical Hit! above (Attacking unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
      • Floating Text - Change (Last created floating text): Disable permanence
      • Floating Text - Change the lifespan of (Last created floating text) to 4.00 seconds
      • Floating Text - Change the fading age of (Last created floating text) to 0.50 seconds
      • Floating Text - Set the velocity of (Last created floating text) to 15.00 towards 90.00 degrees
      • Set Interger2 = (Interger2 - 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Interger2 Equal to 0
        • Then - Actions
          • Set Boolean = False
        • Else - Actions

Roar is a roar ability with increased health regeneration and only targets heroes. On second thought I'd be best to base this of Rejuvenation.

-Blessed Life[passive]
Same as Killing Spree; love it, but I don't no how to create it.
Well, you'd have to trigger Holy Beam a bit different. What you could do is base it off Impale and add a Holy Beam buff. Afther that count how many units (enemies) have the holy beam debuff and heal the hero for: (Total amount of units) x (Damage per target on that level) /10. example: 5 units x 100 damage /10 = 50 health to the hero.

Let me know if I have to create this trigger for you as well.

-Devine Wrath
interesting
- Pick enemie units.
- If undead = set damage +.
- Set Intreger = Amount of normal units.
- Set Intreger2 = Amount of undead units.
- Set Intreger3 = (Total units) x (x) + (y) x (Undead units).
- Set Intreger4 = Amount of friendly units.
- If Intreger3/Intreger4 >= 50 heal all friendly units 50.
- If Intreger3/Intreger4 <= 50 heal all friendly units for Intreger3/Intreger4.
 

Necrach

You can change this now in User CP.
Aha. I didn't get it was a hero siege. I might have a couple of ideas. You want abilities like these? :eek:

GIANT:
Taunt - A taunt skill on the mountain giant is not very creative, but its fitting. Add a +armor bonus for a short time (like 4-5 secs) after using the taunt. Increase bonus armor and maybe AoE for each level.

Earthquake Mark - Leaves a mark on the ground. Some seconds later a large Earthquake starts (Far Seer ulti cast by a dummy unit). If it doesn't suit your map, remove damage against buildings. I recommend a cooldown that is not too long, enabling more than one active earthquake at the same time

SNIPER:
Explosive Barrels - Ulti. A remake of the TNT spell that will better suit a hero siege. Places a barrel of explosives on the ground. Stupid as they are, the AI creeps will probably attack the barrel. If they don't, you can always attack it yourself. An attack on a barrel will cause a heavy AoE explosion. I do not know how many levels your ultimates have, but I suggest adding different abilities to the barrel each level, like
Level 1 - 300 AoE explosion
Level 2 - 500 AoE explosion, barrel activates a Taunt ability when summoned
Level 3 - 600 AoE explosion, barrel activates a Taunt ability when summoned, if there is any enemies that survived the blast (not likely until late-game) they are stunned for 5 seconds
 

millzy

Ultra Cool Member
i have a problem with the killing spree ability
Trigger:
  • killing spree Active
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Level of Killing Spree for (Killing unit)) Not equal to 0
    • Actions
      • Set Killing_spree_kills[(Player number of (Owner of (Killing unit)))] = (Killing_spree_kills[(Player number of (Owner of (Killing unit)))] + 1)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Killing_spree_kills[(Player number of (Owner of (Killing unit)))] Equal to 1
        • Then - Actions
          • Special Effect - Create a special effect attached to the Weapon of (Killing unit) using Abilities\Weapons\FireBallMissile\FireBallMissile.mdl
          • Set Killing_spree_effect[(Player number of (Owner of (Killing unit)))] = (Last created special effect)
          • Set Killing_spree_attacks[(Player number of (Owner of (Killing unit)))] = 2
          • Set Killing_spree_active[(Player number of (Owner of (Killing unit)))] = True
        • Else - Actions


Trigger:
  • killing spree Damage
    • Events
      • Game - GDD_Event becomes Equal to 0.00
    • Conditions
      • (Level of Critical Strike for GDD_DamageSource) Not equal to 0
      • Killing_spree_active[(Player number of (Owner of GDD_DamageSource))] Equal to True
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • Killing_spree_attacks[(Player number of (Owner of GDD_DamageSource))] Equal to 0
        • Then - Actions
          • Special Effect - Destroy Killing_spree_effect[(Player number of (Owner of GDD_DamageSource))]
          • Set Killing_spree_active[(Player number of (Owner of GDD_DamageSource))] = False
          • Set Killing_spree_kills[(Player number of (Owner of GDD_DamageSource))] = 0
        • Else - Actions
          • Set Killing_spree_attacks[(Player number of (Owner of GDD_DamageSource))] = (Killing_spree_attacks[(Player number of (Owner of GDD_DamageSource))] - 1)
          • Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing (20.00 x (Real((Level of Critical Strike for GDD_DamageSource)))) damage of attack type Pierce and damage type Enhanced
          • Floating Text - Create floating text that reads Bang! above GDD_DamageSource with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 64.00 towards 90.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 3.00 seconds
          • Floating Text - Change the fading age of (Last created floating text) to 2.00 seconds


ok so whats happaning is the rifleman is getting the extra attack damage but it is for only one attack because the damage detection system is making the trigger fire off twice from the trigger
Trigger:
  • Unit - Cause GDD_DamageSource to damage GDD_DamagedUnit, dealing (20.00 x (Real((Level of Killing Spree for GDD_DamageSource)))) damage of attack type Pierce and damage type Enhanced

witch makes the event go off again what can i do to fix
i shanged killing spree attacks to 4 but that just makes it repeat itself more times
 

Weep

Godspeed to the sound of the pounding
ok so whats happaning is the rifleman is getting the extra attack damage but it is for only one attack because the damage detection system is making the trigger fire off twice from the trigger
From the GDD post: "A common problem when using any damage detection system occurs when you try to cause the damage source to damage the damaged unit from a damage event - for example, if triggering bonus damage. This causes the unit to repeatedly damage the target, because dealing damage in the trigger causes that trigger to run again, and again in turn, infinitely. One solution is to add the action Turn off (This trigger) before dealing damage and add the action Turn on (This trigger) afterward."

Also, note that this will trigger with any damage caused by the Rifleman, not only attack damage. You might consider using a buff placing ability to let you detect its attacks using the presence of that buff as a condition.
 

millzy

Ultra Cool Member
Also, note that this will trigger with any damage caused by the Rifleman, not only attack damage. You might consider using a buff placing ability to let you detect its attacks using the presence of that buff as a condition.
what do you suggest i use for the buf placer and whats the condition i add?

so any more suggestions guyz
also now taking full new suggestions

i need a ulti for my mountian giant
mountian giant has
-rock smash - aoe stun in area
-hardend skin - normal hardend skin from warcraft
-Earthquake mark - creates an earthquake at a location damaging units and slowing them down

Holy knight is done

rifleman needs a ulti and normal skill
-rifleman has
-bomb -throws a bomb that does AoE damage
-killing spree
 

Necrach

You can change this now in User CP.
About that Devil Blast spell you didn't know how to trigger. Its not very practical doing this in GUI, but I made a very simple sulotion, summoning a shot that moves 1200, then dies (expiration timer) having a heavy immolation on the shot (and Locust, of course). Use a skill that targets ground as the base ability. As this is a hero siege, I guessed it doesn't need to be MUI at all :eek:

here is the triggers... they leak a lot but I didn't bother to remove them, I am sure you can do that by yourself :)
Trigger:
  • Devil blast
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Devil Blast
    • Actions
      • Set BlastCaster = (Casting unit)
      • Unit - Create 1 Blast for (Owner of (Casting unit)) at (Position of (Casting unit)) facing (Target point of ability being cast)
      • Set BlastGoalPoint = ((Position of (Casting unit)) offset by 1200.00 towards (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees)
      • Unit - Order (Last created unit) to Move To BlastGoalPoint
      • Unit - Add a 3.60 second Generic expiration timer to (Last created unit)


Trigger:
  • Explosion
    • Events
      • Unit - A unit Dies
    • Conditions
      • (Unit-type of (Killing unit)) Equal to Knight
    • Actions
      • Unit Group - Pick every unit in (Units within 250.00 of (Position of (Dying unit)) matching (((Matching unit) belongs to an enemy of (Owner of (Killing unit))) Equal to True)) and do (Actions)
        • Loop - Actions
          • Special Effect - Create a special effect at (Position of (Dying unit)) using Objects\Spawnmodels\Human\HCancelDeath\HCancelDeath.mdl
          • Unit - Cause BlastCaster to damage (Picked unit), dealing 300.00 damage of attack type Normal and damage type Normal

_________________________________

As for the MG ulti, you might want some kind of Avatar spell, making him even bigger and doubling hp or something? On cast, there could be a thunderclap or a pushback on nearby units, and during the effect of the spell he could have some additional abilities, Taunt and maybe Bash. If you can trigger it, he could start mini earthquakes when he moves like the Earthquake mark spell :D
 
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